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Exported animations in glTF 2 from Blender don't works in Godot (for parented object and object with argument like -col) #38163

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RonanZe opened this issue Apr 24, 2020 · 10 comments · Fixed by #43044

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@RonanZe
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RonanZe commented Apr 24, 2020

Godot version: v3.2.2.beta1.officla

OS/device including version: windows 8.1

Issue description:
Exported animations in glTF 2 from Blender in some conditions don't works in Godot.

To be more precise, the animations stop to works when there is parenting between objects or -col or -colonly argument in the name.

Seem to be a mismatch between the name in the Track of the AnimationPlayer and the name of the node.
When parenting object in Blender, the name in the Track is "object_name/parented_object_name" but the node name in Godot is "object_name"

Same problem with argument like -col.
The name in the Track of AnimationPlayer keep the -col but the node when importing is renamed without the -col argument.

Some screenshots to illustrate:
screenshot-tree
screenshot-animationplayer

@akien-mga
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Which blender version are you using?

If you can, please try 2.83 beta which has had many glTF 2.0 export fixes that benefit Godot.

@RonanZe
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RonanZe commented Apr 25, 2020

I've just tried with a 2.83 beta build on the 22th April and it give me the same results.
Maybe the partented thing is a problem from the glTF side. But the aguments like "-col" and "-colonly" seems to be on the Godot Import side. Isn't it?

@fire
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fire commented Apr 25, 2020

Can you post a project that demonstrates the bug?

@RonanZe
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RonanZe commented Apr 26, 2020

I found where the problem come from. And maybe it's from the Blender side.

When trying to reproduce the bug from scratch, everything works has expected:
After checking differents parts (names, export settings, ...), I found in the "Scene Collection" that there where some NLA data attached to the object.
Dont know how it happen; It's been years since I used the NLA in Blender.

After removing everything in the NLA then exporting again, everythings seems importing fine except the Auto Smooth. But that's an other problem.

So maybe there is a missing needed "skip NLA" in the Blender glTF exporter. Or maybe Godot don't handle anime coming from the NLA.

Do you still want to see the problematic blend/glTF?

@fire
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fire commented Apr 26, 2020

I personally don't, but it'll help others from the future. I don't want to be a DenverCoder9

image

@RonanZe
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RonanZe commented Apr 27, 2020

Didn't know DenverCoder9 :)

I have the files (the blend and the glTF) but how can I share them?
Github don't support them

@fire
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fire commented Apr 27, 2020

Make it a zip and have it be under a size limit.

@RonanZe
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RonanZe commented Apr 27, 2020

GLtf-animeDoor.zip

Great!
Here are the files

@fire
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fire commented Nov 16, 2020

I can reproduce this, but I can't solve this in five minutes.

GLtf-animeDoorBug.zip

@fire
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fire commented Jun 8, 2021

I can't recreate this bug in Godot master.

2021-06-07_17-48-22.mp4

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3 participants